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Projeto de investigação
LARSyS - Laboratory of Robotics and Engineering Systems
Financiador
Autores
Publicações
Meta-evaluating the effects of social preferences on NPC-evaluators in an energy community game
Publication . Isaza-Giraldo, Andrés; Bala, Paulo; Jiskrová, Anna; Sachser, Luiz; Campos, Pedro; Pereira, Lucas; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Pereira, Lucas
Energy Communities (EC) are emerging frameworks where citizens collectively share renewable energy.
Levering knowledge about this topic is challenging for how varied these types of com
munities might be and how many actors are involved in decision
taking. We are developing En-join, a game in which the player has
to solve open-ended challenges that are mediated and evaluated
by conversational agents that represent members of a EC. We im
plemented and prompted an LLM (Phi-4) to perform role-playing
and evaluation simultaneously. We tested prompt variants indicat
ing personality and behavior and meta-evaluated the evaluation
performance using six predefined answers across three levels. Our
results suggest that indicating social preferences noticeably affects
the evaluation behavior. We contribute to the field of games and
serious games by showing how LLMs can be used as conversational
characters and evaluator agents simultaneously, and suggest that
role-playing might be affecting evaluation behavior in any LLM
implementations.
Exploring the impact of transmedia storytelling on financial literacy: a pilot evaluation with young adults
Publication . Freitas, Constança; Santos, Ana; Campos, Pedro F.; Bala, Paulo; Dionisio, Mara; Pereira Campos, Pedro Filipe; Campos, Pedro; Bala, Paulo; Dionisio, Mara
Financial literacy is an essential skill for all young adults. However,
conventional education practices may not always effectively mo
tivate young adults to learn about finances. The combination of
different forms of narrative and visuals in transmedia storytelling
provides an engaging solution to this problem. Our approach con
sisted of a web-based game, a board game, and a social media page.
The web game has a stronger storytelling aspect where users need
to find the characters on a map according to their financial strug
gles; the social media page goes hand in hand with the web game
because it gives further clues to find the characters; and the board
game focuses more on the financial concepts and the collabora
tive aspect of the game. We conducted a pilot study to evaluate
the effectiveness of our design approach. Our findings highlight
the transformative potential of transmedia storytelling to create
innovative financial learning experiences.
Eidolon: exploring the complexities of prolonged grief disorder through a digital game
Publication . Tomé, Filipe Pinheiro; Pires, Ana Cristina; Vasconcelos, Francisco; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, Pedro
Eidolon is an innovative first-person thriller game that explores
prolonged grief through a thought-provoking narrative. The digital
game integrates escape room mechanics based on the five stages of
grief, providing an immersive experience that encourages players
to reflect on emotional loss. By combining the realism of Unreal
Engine and MetaHumans with live-action footage, Eidolon offers a
unique approach to narrative that tackles complex psychological
themes. Our game will potentially raise awareness of Prolonged
Grief Disorder and contribute to the emerging research on how
emotionally challenging video games can positively impact players
in meaningful ways.
Tapest[o]ry: promoting marine noise pollution awareness through an Interactive tangible tapestry
Publication . Santos, Laura; Olim, Sandra M. Câmara; Campos, Pedro; Dionisio, Mara; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, Mara
Our ancestors communicated stories through tapestries, using them
to adorn public and private spaces. Traditionally, these tapestries
were static artworks hanging on walls without audience interaction.
Nevertheless, textiles offer a versatile medium, crafted from diverse
materials and colours and manipulated to produce unique, touch
responsive textures. Our work integrates the tactile capabilities of
weaving with capacitive sensor technology to create an interactive
art installation that fosters non-formal learning and raises aware
ness about marine noise pollution and its harmful effects on marine
ecosystems. Marine animals, particularly cetaceans, rely heavily on
sound for communication, navigation, and hunting. Noise pollution
disrupts these essential functions, presenting severe threats to their
survival. By harnessing the storytelling potential of tapestries and
the power of capacitive sensors connected to a microcontroller, we
developed a unique and immersive art installation that educates
the public and decision-makers about these pressing issues. This
study evaluates the impact of this interactive tapestry on its audi
ence. Qualitative and quantitative results suggest valuable insights,
showcasing that Tapest[o]ry engages participants through its tan
gible storytelling interface, fostering emotional responses such as
empathy and compassion. Participants shared their thoughts about
awareness of marine noise pollution, demonstrating the possible
use of interactive art installations as storytelling tools. Our findings
highlight the potential of integrating traditional textile techniques
with interactive technology and storytelling to create powerful
educational experiences outside formal learning environments, en
couraging personal reflection and support for environmental issues.
Mystiria: an intergenerational game for climate literacy and collaborative action
Publication . Spínola, Joana; Campos, Pedro; Gonçalves, Lígia; Dionísio, Mara; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, Mara; Bala, Paulo
Current interventions for climate literacy are fragmented, as they
target adults or children, rather than fostering collaboration and intergenerational dialogue. To foster climate change awareness
among adults and children, we have designed and developed Mys
tiria, an intergenerational collaborative game integrating asymmet
ric mini-games that address real-world sustainability challenges.
Additionally, Mystiria integrates educational quizzes and tasks to
promote critical thinking and knowledge transfer between players.
This demonstration aims to illustrate the potential of intergener
ational serious games for climate change awareness and sustain
ability through a hands-on multiplayer interactive session, while
potentially creating a safe environment for learning and collabora
tion.
Unidades organizacionais
Descrição
Palavras-chave
Robotics and Cyber-physical systems,Engineering Systems,Human Computer Interaction,Environmental technologies, Engineering and technology
Contribuidores
Financiadores
Entidade financiadora
Fundação para a Ciência e a Tecnologia, I.P.
Programa de financiamento
Concurso para Atribuição do Estatuto e Financiamento de Laboratórios Associados (LA)
Número da atribuição
LA/P/0083/2020
